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Initial android support (#17)
* Upload Android armv7 libs * Fix debug build * utlvector: fix undefined behavior * wscript: add --use-ccache option * wscript: store ccache in a separate directory * Propertly use gl4es * fontconfig: fix font detection * [android]remove fontconfig dependency * Add build guide for other platforms Co-authored-by: JusicP <slender87844@gmail.com> Co-authored-by: nillerusr <nillerusr@users.noreply.github.com>
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co-authored by
JusicP
nillerusr
parent
2a490d398c
commit
2c6669f5e3
+32
-3
@@ -56,6 +56,11 @@ COpenGLEntryPoints *gGL = NULL;
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const int kBogusSwapInterval = INT_MAX;
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#ifdef ANDROID
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static void *gl4es = NULL;
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void *(*_glGetProcAddress)( const char * );
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#endif
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/*
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From Ryan Gordon:
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@@ -174,7 +179,19 @@ void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, vo
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return NULL;
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// The SDL path would work on all these platforms, if we were using SDL there, too...
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#if defined( USE_SDL )
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#ifdef ANDROID
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// SDL does the right thing, so we never need to use tier0 in this case.
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if( _glGetProcAddress )
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retval = _glGetProcAddress(fn);
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//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
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if ((retval == NULL) && (fallback != NULL))
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{
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//printf("CDynamicFunctionOpenGL: Using fallback %p for \"%s\"\n", fallback, fn);
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retval = fallback;
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}
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#elif defined( USE_SDL )
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// SDL does the right thing, so we never need to use tier0 in this case.
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retval = SDL_GL_GetProcAddress(fn);
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//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
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@@ -196,7 +213,7 @@ void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, vo
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// We can't continue execution, because one or more GL function pointers will be NULL.
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Error( "Could not find required OpenGL entry point '%s'! Either your video card is unsupported, or your OpenGL driver needs to be updated.\n", fn);
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}
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return retval;
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}
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@@ -742,6 +759,18 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
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SDL_GL_MakeCurrent(m_Window, m_GLContext);
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#ifdef ANDROID
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gl4es = dlopen("libgl4es.so", RTLD_LAZY);
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if( gl4es )
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{
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_glGetProcAddress = dlsym(gl4es, "gl4es_GetProcAddress" );
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void (*initialize_gl4es)( );
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initialize_gl4es = dlsym(gl4es, "initialize_gl4es" );
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initialize_gl4es();
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}
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#endif
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// !!! FIXME: note for later...we never delete this context anywhere, I think.
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// !!! FIXME: when we do get around to that, don't forget to delete/NULL gGL!
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@@ -762,7 +791,7 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
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#endif // DBGFLAG_ASSERT
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gGL = GetOpenGLEntryPoints(VoidFnPtrLookup_GlMgr);
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// It is now safe to call any base GL entry point that's supplied by gGL.
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// You still need to explicitly test for extension entry points, though!
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